This version brings tweaks in adjacency bonuses, halved units fire ranges, which makes battlefield virtualy larger, and removes MTML homing capabilities. Mod is divided to six smaller individual mods which improves compatibility even more with other mods. This solution is also very flexible to user needs and wants, because every part can be individually turned off so and their various combinations bring various gameplay feeling with different impact of various levels.Click for more information..

This compilation is made for playing with BlackOps: Unleashed, Adv. Command units, Balance mod and Sorian and Duncane AI mods. BrewLAN mod is in intended soon. This version is incompatible with Total Veterancy mod! It brought too many unwanted unbalance aspects. For additional info and reasons of changes check Ric'H'ard new principles.

Version 6.0 --------------- This version brings tweaks in adjacency bonuses, halved units fire ranges, which makes battlefield virtually larger, and removes MTML homing capabilities which makes them little overpowered. This version is divided to many smaller individual mods which improves compatibility even more with other mods. This solution is also very flexible to user needs and wants, because every part can be individually turned off so and their various combinations bring various gameplay feeling with different impact of various levels.

"Ric'H'ard - Core module" ---------------------------------- - All turrets on all units turning much more slower. Exceptions are static artillery structures and bots. Flanking, maneuvering and speed is more important. Even more against heavy tank battalions and base defenses. - Mass extractor greatly increases build rates of factories, silos... Forcing to expanding. It is huge advantage but use it wisely. Mass spots are limited. - Mass fabrication is much less effective. Can't be turned off. No more camping. You have to expanding and capturing mass-rich areas. Fabricators are great for decreasing mass consumption of adjacent factories but they can't be turned off. - Nuke damage decreased. No more one nuke flat whole nice base. It is good to play with nuke/shields collide mod. - T3 static artillery include Salvation has decreased range, damage, accuracy, cost and build time and increased damage radius and turret moving. No more camping and building hundreds of this buildings and hitting foe from the far with no real assault. You have to get closer. Its main role is defense against heavy units and large battalions now. - Scathis has not unlimited range, now it can hit target approximately 5km far. Has increased HP and its costs and build speed is close to its vanilla version. No game-enders, who wants them. - Decreased omni radar radius. Increased land units radar radius. Scouting and FOB are more important than radar camping. - All point defenses have limited minimal attack radius, so early tiers are still usable against units too close to your defense perimeter. Fast weaker units has their role in the battlefield such as heavy tanks and artillery. - All aircrafts have decreased turning speed and damage and increased HP. Countermeasure against bomber kamikaze pinpoint hitting of commanders and T3 bomer spamming. Air battles are more various, longer and on bigger areas. - All armed structures energy consumption tripled. - Mass extractors energy consumption increased five times.